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Computational Intelligence in Games
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Table of Contents

1 Introduction to computational intelligence paradigms.- 1 Introduction.- 2 Search and knowledge representation.- 3 Probability-based approaches.- 4 Fuzzy logic.- 5 Artificial neural networks.- 6 Genetic algorithms.- 7 Rough sets.- 8 Fusion.- 9 Discussion and conclusion.- References.- 2 Evolving a neural network to play checkers without human expertise.- 1 Introduction.- 2 Background on neural networks and evolutionary computation.- 3 Background on computer programs for checkers.- 4 Method and results of evolving neural networks for checkers from scratch.- 5 Discussion.- References.- Appendix: Moves for Game 1 — Anaconda vs. “Beatrice” from Hoyle’s Classic Games.- 3 Retrograde analysis of patterns versus metaprogramming.- 1 Introduction.- 2 The game of Hex and the game of Go.- 3 Retrograde analysis of patterns.- 4 Metaprogramming.- 5 Using the generated knowledge.- 6 Future work and conclusion.- References.- 4 Learning to evaluate Go positions via temporal difference methods.- 1 Introduction.- 2 Temporal difference learning.- 3 Network architecture.- 4 Training strategies.- 5 Empirical results.- 6 Summary.- References.- 5 Model-based reinforcement learning for evolving soccer strategies.- 1 Introduction.- 2 The soccer simulator.- 3 RL with CMAC models.- 4 PIPE.- 5 Experiments.- 6 Conclusion.- References.- Appendix A: Prioritized sweeping.- Appendix B: Non-pessimistic value functions.- Appendix C: Q(?)-learning.- 6 Fuzzy rule-based strategy for a market selection game.- 1 Introduction.- 2 Market selection game.- 3 Game strategies.- 4 Fuzzy rule-based strategy.- 4.1 Fuzzy Q-learning.- 4.2 Simulation results.- 4.3 Knowledge acquisition.- 5 Conclusions.- References.- List of Contributors.

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